A 2-cell Kakuro run with a clue of 3 has 1 valid combination. Each cell must contain a unique digit from 1 to 9, no repeats.
| Digits (any order) | Sum |
|---|---|
| 1 + 2 | = 3 |
The digits 1, 2 appear in every valid combination — certain in this run regardless of which combination applies.
Digits 3, 4, 5, 6, 7, 8, 9 never appear in any valid combination — eliminate them immediately from all intersecting clues.
A clue of 3 over two cells is one of the four "magic" 2-cell clues in Kakuro (along with 4, 16 and 17) — the sums with exactly one valid combination. Whenever you see it, you instantly know both digits; the only question is their order, and the crossing clues decide that. The fastest read: check which crossing run can't contain a 1. A 2-cell run summing to 4 crossing one of these cells, for example, also needs a 1 — if both runs demanded the 1 in the same cell, the grid would be contradictory, so the setter's crossings always resolve it cleanly.